I've got a question about how to prevent a player from moving until my cutscene is over.

trevorwright1

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I'm making a scary RPG. The player walks down a hallway. At a certain point in the hallway, I want the player to not have the ability to move. Then, a sequence of footstep noises plays, and a creature comes and moves towards the player. When it reaches the player, the player gets moved to a different area. The thing that is getting me stuck is how to make the player not move while a separate event (the footstep noises) is happening. Can someone help me out? I'm only a few days into RPG Maker so please use easier language for me to understand. Thank you.
 

Kes

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RPG Creator is a different engine to the one your information says you are using.
[MOVE]RPG Maker MV[/MOVE]
 

Shaz

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Use an autorun event. This disables all player movement until it's finished and deactivated.
 

DnCGamez

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You can use an event to allow for player touch then have it turn on a self switch A then make a new page and activate it for switch A and set it to autorun and after it does everything make it switch another self switch and then erase event on the third page with the self switch activated make sure it's set to parallel
 

Andar

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@DnCGamez that is a really convoluted and absolutely not neccessary way to handle things, especially as it can be done without any switch and without any additional pages by just setting the cutscene itself to autorun exactly as shaz said above.

and you should not use parallel processes unless you know exactly what you're doing. there are a few cases where they are neccessary, but excessive use will lag your game to hell, and excessive use on multiple pages with switches has a high risk of creating timing errors.
 

DnCGamez

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good to know i am also new to this stuff thats just how i been doing it but now i will go threw and fix my stuff as well ty for letting me know
 

charlottezxz

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Have a tile the player walks on that could trigger a self switch for another event page on it to run an auto event. An auto event stops all player movement. During that event have your cut scene play out, play the sound effects, have a character move down with set move and then when it gets where you want it, transfer the player to another map activating a self switch for the Auto run (cut scene) event tile to end it.
 

bgillisp

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Id not use a self switch for another event (or a switch at all) just use a variable that you use for plot flow. That tends ot be better. Plus self switches are for the event that calls them only.
 

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